1// Copyright 2014 The Chromium Authors. All rights reserved. 2// Use of this source code is governed by a BSD-style license that can be 3// found in the LICENSE file. 4 5'use strict'; 6 7/** 8 * Viewport class controls the way the image is displayed (scale, offset etc). 9 * @constructor 10 */ 11function Viewport() { 12 this.imageBounds_ = new Rect(); 13 this.screenBounds_ = new Rect(); 14 15 this.scale_ = 1; 16 this.offsetX_ = 0; 17 this.offsetY_ = 0; 18 19 this.generation_ = 0; 20 21 this.scaleControl_ = null; 22 this.repaintCallbacks_ = []; 23 this.update(); 24} 25 26/* 27 * Viewport modification. 28 */ 29 30/** 31 * @param {Object} scaleControl The UI object responsible for scaling. 32 */ 33Viewport.prototype.setScaleControl = function(scaleControl) { 34 this.scaleControl_ = scaleControl; 35}; 36 37/** 38 * @param {number} width Image width. 39 * @param {number} height Image height. 40 */ 41Viewport.prototype.setImageSize = function(width, height) { 42 this.imageBounds_ = new Rect(width, height); 43 if (this.scaleControl_) this.scaleControl_.displayImageSize(width, height); 44 this.invalidateCaches(); 45}; 46 47/** 48 * @param {number} width Screen width. 49 * @param {number} height Screen height. 50 */ 51Viewport.prototype.setScreenSize = function(width, height) { 52 this.screenBounds_ = new Rect(width, height); 53 if (this.scaleControl_) 54 this.scaleControl_.setMinScale(this.getFittingScale()); 55 this.invalidateCaches(); 56}; 57 58/** 59 * Set the size by an HTML element. 60 * 61 * @param {HTMLElement} frame The element acting as the "screen". 62 */ 63Viewport.prototype.sizeByFrame = function(frame) { 64 this.setScreenSize(frame.clientWidth, frame.clientHeight); 65}; 66 67/** 68 * Set the size and scale to fit an HTML element. 69 * 70 * @param {HTMLElement} frame The element acting as the "screen". 71 */ 72Viewport.prototype.sizeByFrameAndFit = function(frame) { 73 var wasFitting = this.getScale() == this.getFittingScale(); 74 this.sizeByFrame(frame); 75 var minScale = this.getFittingScale(); 76 if (wasFitting || (this.getScale() < minScale)) { 77 this.setScale(minScale, true); 78 } 79}; 80 81/** 82 * @return {number} Scale. 83 */ 84Viewport.prototype.getScale = function() { return this.scale_ }; 85 86/** 87 * @param {number} scale The new scale. 88 * @param {boolean} notify True if the change should be reflected in the UI. 89 */ 90Viewport.prototype.setScale = function(scale, notify) { 91 if (this.scale_ == scale) return; 92 this.scale_ = scale; 93 if (notify && this.scaleControl_) this.scaleControl_.displayScale(scale); 94 this.invalidateCaches(); 95}; 96 97/** 98 * @return {number} Best scale to fit the current image into the current screen. 99 */ 100Viewport.prototype.getFittingScale = function() { 101 var scaleX = this.screenBounds_.width / this.imageBounds_.width; 102 var scaleY = this.screenBounds_.height / this.imageBounds_.height; 103 // Scales > (1 / this.getDevicePixelRatio()) do not look good. Also they are 104 // not really useful as we do not have any pixel-level operations. 105 return Math.min(1 / Viewport.getDevicePixelRatio(), scaleX, scaleY); 106}; 107 108/** 109 * Set the scale to fit the image into the screen. 110 */ 111Viewport.prototype.fitImage = function() { 112 var scale = this.getFittingScale(); 113 if (this.scaleControl_) this.scaleControl_.setMinScale(scale); 114 this.setScale(scale, true); 115}; 116 117/** 118 * @return {number} X-offset of the viewport. 119 */ 120Viewport.prototype.getOffsetX = function() { return this.offsetX_ }; 121 122/** 123 * @return {number} Y-offset of the viewport. 124 */ 125Viewport.prototype.getOffsetY = function() { return this.offsetY_ }; 126 127/** 128 * Set the image offset in the viewport. 129 * @param {number} x X-offset. 130 * @param {number} y Y-offset. 131 * @param {boolean} ignoreClipping True if no clipping should be applied. 132 */ 133Viewport.prototype.setOffset = function(x, y, ignoreClipping) { 134 if (!ignoreClipping) { 135 x = this.clampOffsetX_(x); 136 y = this.clampOffsetY_(y); 137 } 138 if (this.offsetX_ == x && this.offsetY_ == y) return; 139 this.offsetX_ = x; 140 this.offsetY_ = y; 141 this.invalidateCaches(); 142}; 143 144/** 145 * Return a closure that can be called to pan the image. 146 * Useful for implementing non-trivial variants of panning (overview etc). 147 * @param {number} originalX The x coordinate on the screen canvas that 148 * corresponds to zero change to offsetX. 149 * @param {number} originalY The y coordinate on the screen canvas that 150 * corresponds to zero change to offsetY. 151 * @param {function():number} scaleFunc returns the image to screen scale. 152 * @param {function(number,number):boolean} hitFunc returns true if (x,y) is 153 * in the valid region. 154 * @return {function} The closure to pan the image. 155 */ 156Viewport.prototype.createOffsetSetter = function( 157 originalX, originalY, scaleFunc, hitFunc) { 158 var originalOffsetX = this.offsetX_; 159 var originalOffsetY = this.offsetY_; 160 if (!hitFunc) hitFunc = function() { return true }; 161 if (!scaleFunc) scaleFunc = this.getScale.bind(this); 162 163 var self = this; 164 return function(x, y) { 165 if (hitFunc(x, y)) { 166 var scale = scaleFunc(); 167 self.setOffset( 168 originalOffsetX + (x - originalX) / scale, 169 originalOffsetY + (y - originalY) / scale); 170 self.repaint(); 171 } 172 }; 173}; 174 175/* 176 * Access to the current viewport state. 177 */ 178 179/** 180 * @return {Rect} The image bounds in image coordinates. 181 */ 182Viewport.prototype.getImageBounds = function() { return this.imageBounds_ }; 183 184/** 185* @return {Rect} The screen bounds in screen coordinates. 186*/ 187Viewport.prototype.getScreenBounds = function() { return this.screenBounds_ }; 188 189/** 190 * @return {Rect} The visible part of the image, in image coordinates. 191 */ 192Viewport.prototype.getImageClipped = function() { return this.imageClipped_ }; 193 194/** 195 * @return {Rect} The visible part of the image, in screen coordinates. 196 */ 197Viewport.prototype.getScreenClipped = function() { return this.screenClipped_ }; 198 199/** 200 * A counter that is incremented with each viewport state change. 201 * Clients that cache anything that depends on the viewport state should keep 202 * track of this counter. 203 * @return {number} counter. 204 */ 205Viewport.prototype.getCacheGeneration = function() { return this.generation_ }; 206 207/** 208 * Called on event view port state change (even if repaint has not been called). 209 */ 210Viewport.prototype.invalidateCaches = function() { this.generation_++ }; 211 212/** 213 * @return {Rect} The image bounds in screen coordinates. 214 */ 215Viewport.prototype.getImageBoundsOnScreen = function() { 216 return this.imageOnScreen_; 217}; 218 219/* 220 * Conversion between the screen and image coordinate spaces. 221 */ 222 223/** 224 * @param {number} size Size in screen coordinates. 225 * @return {number} Size in image coordinates. 226 */ 227Viewport.prototype.screenToImageSize = function(size) { 228 return size / this.getScale(); 229}; 230 231/** 232 * @param {number} x X in screen coordinates. 233 * @return {number} X in image coordinates. 234 */ 235Viewport.prototype.screenToImageX = function(x) { 236 return Math.round((x - this.imageOnScreen_.left) / this.getScale()); 237}; 238 239/** 240 * @param {number} y Y in screen coordinates. 241 * @return {number} Y in image coordinates. 242 */ 243Viewport.prototype.screenToImageY = function(y) { 244 return Math.round((y - this.imageOnScreen_.top) / this.getScale()); 245}; 246 247/** 248 * @param {Rect} rect Rectangle in screen coordinates. 249 * @return {Rect} Rectangle in image coordinates. 250 */ 251Viewport.prototype.screenToImageRect = function(rect) { 252 return new Rect( 253 this.screenToImageX(rect.left), 254 this.screenToImageY(rect.top), 255 this.screenToImageSize(rect.width), 256 this.screenToImageSize(rect.height)); 257}; 258 259/** 260 * @param {number} size Size in image coordinates. 261 * @return {number} Size in screen coordinates. 262 */ 263Viewport.prototype.imageToScreenSize = function(size) { 264 return size * this.getScale(); 265}; 266 267/** 268 * @param {number} x X in image coordinates. 269 * @return {number} X in screen coordinates. 270 */ 271Viewport.prototype.imageToScreenX = function(x) { 272 return Math.round(this.imageOnScreen_.left + x * this.getScale()); 273}; 274 275/** 276 * @param {number} y Y in image coordinates. 277 * @return {number} Y in screen coordinates. 278 */ 279Viewport.prototype.imageToScreenY = function(y) { 280 return Math.round(this.imageOnScreen_.top + y * this.getScale()); 281}; 282 283/** 284 * @param {Rect} rect Rectangle in image coordinates. 285 * @return {Rect} Rectangle in screen coordinates. 286 */ 287Viewport.prototype.imageToScreenRect = function(rect) { 288 return new Rect( 289 this.imageToScreenX(rect.left), 290 this.imageToScreenY(rect.top), 291 Math.round(this.imageToScreenSize(rect.width)), 292 Math.round(this.imageToScreenSize(rect.height))); 293}; 294 295/** 296 * @return {number} The number of physical pixels in one CSS pixel. 297 */ 298Viewport.getDevicePixelRatio = function() { return window.devicePixelRatio }; 299 300/** 301 * Convert a rectangle from screen coordinates to 'device' coordinates. 302 * 303 * This conversion enlarges the original rectangle devicePixelRatio times 304 * with the screen center as a fixed point. 305 * 306 * @param {Rect} rect Rectangle in screen coordinates. 307 * @return {Rect} Rectangle in device coordinates. 308 */ 309Viewport.prototype.screenToDeviceRect = function(rect) { 310 var ratio = Viewport.getDevicePixelRatio(); 311 var screenCenterX = Math.round( 312 this.screenBounds_.left + this.screenBounds_.width / 2); 313 var screenCenterY = Math.round( 314 this.screenBounds_.top + this.screenBounds_.height / 2); 315 return new Rect(screenCenterX + (rect.left - screenCenterX) * ratio, 316 screenCenterY + (rect.top - screenCenterY) * ratio, 317 rect.width * ratio, 318 rect.height * ratio); 319}; 320 321/** 322 * @return {Rect} The visible part of the image, in device coordinates. 323 */ 324Viewport.prototype.getDeviceClipped = function() { 325 return this.screenToDeviceRect(this.getScreenClipped()); 326}; 327 328/** 329 * @return {boolean} True if some part of the image is clipped by the screen. 330 */ 331Viewport.prototype.isClipped = function() { 332 return this.getMarginX_() < 0 || this.getMarginY_() < 0; 333}; 334 335/** 336 * @return {number} Horizontal margin. 337 * Negative if the image is clipped horizontally. 338 * @private 339 */ 340Viewport.prototype.getMarginX_ = function() { 341 return Math.round( 342 (this.screenBounds_.width - this.imageBounds_.width * this.scale_) / 2); 343}; 344 345/** 346 * @return {number} Vertical margin. 347 * Negative if the image is clipped vertically. 348 * @private 349 */ 350Viewport.prototype.getMarginY_ = function() { 351 return Math.round( 352 (this.screenBounds_.height - this.imageBounds_.height * this.scale_) / 2); 353}; 354 355/** 356 * @param {number} x X-offset. 357 * @return {number} X-offset clamped to the valid range. 358 * @private 359 */ 360Viewport.prototype.clampOffsetX_ = function(x) { 361 var limit = Math.round(Math.max(0, -this.getMarginX_() / this.getScale())); 362 return ImageUtil.clamp(-limit, x, limit); 363}; 364 365/** 366 * @param {number} y Y-offset. 367 * @return {number} Y-offset clamped to the valid range. 368 * @private 369 */ 370Viewport.prototype.clampOffsetY_ = function(y) { 371 var limit = Math.round(Math.max(0, -this.getMarginY_() / this.getScale())); 372 return ImageUtil.clamp(-limit, y, limit); 373}; 374 375/** 376 * Recalculate the viewport parameters. 377 */ 378Viewport.prototype.update = function() { 379 var scale = this.getScale(); 380 381 // Image bounds in screen coordinates. 382 this.imageOnScreen_ = new Rect( 383 this.getMarginX_(), 384 this.getMarginY_(), 385 Math.round(this.imageBounds_.width * scale), 386 Math.round(this.imageBounds_.height * scale)); 387 388 // A visible part of the image in image coordinates. 389 this.imageClipped_ = new Rect(this.imageBounds_); 390 391 // A visible part of the image in screen coordinates. 392 this.screenClipped_ = new Rect(this.screenBounds_); 393 394 // Adjust for the offset. 395 if (this.imageOnScreen_.left < 0) { 396 this.imageOnScreen_.left += 397 Math.round(this.clampOffsetX_(this.offsetX_) * scale); 398 this.imageClipped_.left = Math.round(-this.imageOnScreen_.left / scale); 399 this.imageClipped_.width = Math.round(this.screenBounds_.width / scale); 400 } else { 401 this.screenClipped_.left = this.imageOnScreen_.left; 402 this.screenClipped_.width = this.imageOnScreen_.width; 403 } 404 405 if (this.imageOnScreen_.top < 0) { 406 this.imageOnScreen_.top += 407 Math.round(this.clampOffsetY_(this.offsetY_) * scale); 408 this.imageClipped_.top = Math.round(-this.imageOnScreen_.top / scale); 409 this.imageClipped_.height = Math.round(this.screenBounds_.height / scale); 410 } else { 411 this.screenClipped_.top = this.imageOnScreen_.top; 412 this.screenClipped_.height = this.imageOnScreen_.height; 413 } 414}; 415 416/** 417 * @param {function} callback Repaint callback. 418 */ 419Viewport.prototype.addRepaintCallback = function(callback) { 420 this.repaintCallbacks_.push(callback); 421}; 422 423/** 424 * Repaint all clients. 425 */ 426Viewport.prototype.repaint = function() { 427 this.update(); 428 for (var i = 0; i != this.repaintCallbacks_.length; i++) 429 this.repaintCallbacks_[i](); 430}; 431